v3rgi1

Clan Wars Tipps

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Hey there

Im trying to gather some CW Tipps and Tricks for new players.
If someone has Inputs I'll gladly add them to the list

 

As I mostly play spiders + Melee, I can't say much about hovers but I'll try my best from observations :)
Maybe some hover players can tune in and complete the list, also @Spedemix might have to say somethings about leg builds ;)

 

 

I wrote this during work so there's probably a lot of missing stuff and or redundant information. Anyway I hope this helps some people to get into CW easier :)

(pre 0.10.80, we will see how the patch plays out in next sessions)

 

CW Fights:

Clan Wars follows a best of 2 fight system. If you Draw both rounds there will be a middle cap when the time is over and the match goes to overtime.
The Team to cap first Wins (Kills do not matter anymore)

Some things to note about Overtime:

- The Storm (like in Storm Warning, does not hurt you but limits your view)
- Any Damage you do while in Overtime does not award any Points (So get those 40 point before overtime or you won't get resources) Fixed since 0.10.70 thanks @C_Geremy

 The team with more players surviving in the end wins the round, unless you cap the base. Capture Points are weighted higher than kills. So 1 Capture point + 1 Survivor VS 0 Capture Points and 4 Survivors wins.

 

Basic Tipps:

  • Bring at least 1 purple radar detector (best case fused for hidden detection range)
  • Select correct Co Driver
  • Try to focus fire targets (depending on composition ofc)
  • Watch the map (Dot disappearing and you calling it out or spraying the area can save a mate)
  • CW depends a lot about the whole team composition (Weapons, Speed, Builds, Playstyle)

 

Useful Items:

  • Radar Detector (!)
  • Oculus (see Kapkans and cloaked enemies)
  • Kapkan
  • Meat Grinder (mounted in the front of a spider as melee Protection)
  • Skinner

 

What not to Bring, like ever:

  • Gas Gen (Pop goes the build)
  • Icarus IV (Icarus VII have faster acceleration, which apparently is needed for Hovers)

 

Top or most seen CW Builds:

  • Cannon Spider (Typhoon, Tsunami , Colossus, Apollo)
    • Steppe Spider - More Speed + Energy (Kapkan + Chameleon possible)
    • Bastion (Tanky spider, but 15 energy)
    • Icebox (Extra Damage but 15 Energy)
    • Humpback (Budget Build)
  • Cannon Hover (Typhoon, Tsunami , Colossus, Apollo)
    • Echo (Faster and Tankier hover with lower damage unless fighting in close quarters, Echo-based hover builds are designed to combat melee. The perk is super useful in that.) @Spedemix
    • Icebox (Slower but deals more damage) @Spedemix
  • Helios Hover (2 Helios + 1 Aegis, or 2 Helios + 2 Aegis)
    • Direct Cabin damage, good to take down spiders.
  • Scorp Hover
    • Echo (Tanky af, but 15 energy) @Spedemix
    • Torero (16 energy, more accurate but also more fragile) @Spedemix
    • Ghost (16 energy but more durable than Torero + Damage Perk) @Spedemix
  • Melee (SPARK+ Harvester + Lances / Harvester + Draco/Firebug / Full Firebug, Full Lancer)
    • Great support and to keep the enemy on edge and focused on the map all the time
  • Pulsar Hover / Spider
    • Best blast radius, slow projectile, more damage on range but best played in close range
  • Porcupine Hover with Kapkans
    • Close range but tons of damage
  • Porcupine Spider with Kapkans @*duffel00
    • Slow but deadly in close quarters. (Theres a guide about Porcs in "Useful Topics")
  • Mandrakes, On Legs, Tracks or BigFoots.
    • This one will make the enemy push, make sure you got strong defense composition

 

Other common CW Builds (And their Advantages / Weaknesses)

  • Reapers (Boxed or under mounted Reaper Builds)
    • Strong against melee teams, not so much against cannons unless very close
  • Machine Gun Spider (Usually Aspect with Aegis)
    • Good to strip low hp guns, aegis helps with cannons, still easy to strip itself though
  • Fortune Spider / Hover
    • Short Range but good Damage
    • Can Counter Aegis Shields due to the wheels passing trough the Shield @Spedemix
  • Shotgun Builds (Nidhog, Hammerfall)
    • Good as Melee Support / Defense, Easy to Kapkan
  • Cyclone Builds, usually Spiders
    • Decent Damage, but big guns

 

Cheapest CW Builds:

These builds are cheapest but also not that effective, don't expect to get 200 points with them unless in a good team.

  • Cricket Hover (actually still very effective, and the only really viable purple Weapon)
  • Triple Executioner Spider
  • Tackler / Protector Spider

 

Composition Examples:

  • Full Melee Teams (Fastest games, decent win chance depending on opposition)
    • Weak to Full Spider teams, good against hovers
  • 2 Hover + 2 Spider (can be full ranged, or ranged and middle range, like Helios)
    • Balanced Composition
  • 3 Melee, 1 Hover 
    • Melee occupy while hover does additional damage
  • Full Spider
    • Very tanky, weak to hovers due to slowness

 

About Compositions:

Clan wars has a lot to do with the composition you have, the composition the enemy has, and also what maps you get. So:

  • Try to synergize your builds, are you mostly ranged, or close combat? Push or defense? DPS or Alpha Damage?
  • Watch what the enemy brings! Do you have range and they don’t -> Snipe while they have to push you. Kapkan and fall back, keep the range advantage as long as possible.
  • Same the other way around. Close the gap asap or try to lure them out by capping the base.
  • Know the weaknesses and strengths of your composition / build.

 

About Suicide / Self Desctruct:

Its generally a bad idea in CW.
In a 4v4 your team needs 1 kill to win when time runs out. If you suicide they need 1 kill already just to get a draw, 2 for a win. Even if you're wrecked but can get away it might even get the enemy team to push so they can secure the kill. Exposing their flanks / backs in the process and giving your team an easier kill.
And if you can still move fine, you can get a cap point and win the game for your team, or at least split the enemy team (1 has to come back to get you)

So when is it OK to suicide?

  • Clear loss to safe time
  • Wreckfest Situation. Everyone is pretty crippled but 1 teammate and 1 enemy each have guns left that are sparking or smoking. Your Suicide could potentially disarm or even kill the enemy giving your teammate the upper hand again.

 

Useful Topics:

@Spedemix Spider Movement Guide

 

@Spedemix Porc Counter Guide

 

 

 

 

 

Edited by v3rgi1

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I think the points won during the overtime now count in the final result since 0.10.70

1765679797_2019-09-1213_50_12-UpdatePCCr

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1 minute ago, C_Geremy said:

I think the points won during the overtime now count in the final result since 0.10.70

1765679797_2019-09-1213_50_12-UpdatePCCr

Thanks for pointing that out, must've missed that and never had overtime since xD. Corrected in initial Post

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23 minutes ago, v3rgi1 said:

Quasar Hover / Spider

  • Best blast radius, slow projectile, more damage on range but best played in close range

Also, the legendary Quasar is Pulsar ;)

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Just now, C_Geremy said:

Also, the legendary Quasar is Pulsar ;)

dammit that happens every time xD Thanks again. Will Fix in post

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2 hours ago, v3rgi1 said:

 

  • Porcupine Hover mit Kapkans
    • Nahkampf, aber jede Menge Schaden

Here I see the Porcubine spider (4 pieces) further ahead than the Hover.

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Nice!

 

For now you could maybe add this to the hover cannon section:

  • Echo (Faster and Tankier hover with lower damage unless fighting in close quarters)
  • Icebox (Slower but deals more damage)

 

...And this for the Hover Scorp section:

  • Echo (Tanky af, but 15 energy)
  • Torero (16 energy, more accurate but also more fragile)
  • Ghost (16 energy but more durable than Torero)

 

All the Echo-based hover builds are designed to combat melee. The perk is super useful in that.

 

Edit: you could also add Fortune builds act as counter to Aegis builds (since the wheels phase through shield)

Edited by Spedemix

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Fml just edited everything, then got forum maintenance.

Great so gonna do it again ^^

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Also added some words about suicide in CW as I see to many new CW players self desctructing when disarmed

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